Seamless 3d texture pbr 8k cracked flint stone surface with sharp jagged edges free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k cracked flint stone surface with sharp jagged edges

Texture Info

IDseamless-3d-texture-pbr-8k-cracked-flint-stone-surface-with-sharp-jagged-edges
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture captures the intricate surface of cracked flint stone, rendered at an impressive 8K resolution to ensure exceptional detail and fidelity. The material primarily consists of a dense siliceous substrate, characteristic of natural flint, with a composition dominated by microcrystalline quartz grains. These grains are tightly compacted yet fractured, giving rise to sharp, jagged edges and fragmented stone rubble patterns that define the texture’s rugged form. The surface exhibits pronounced cracks and fissures, reflecting natural weathering processes that create varying depths and relief across the stone face. This irregular geometry results in a highly tactile finish with rough, uneven edges, emphasizing the raw, unpolished nature of the flint stone.

The texture’s PBR maps are carefully crafted to replicate the physical and visual properties of this stone material. The BaseColor (Albedo) channel showcases subtle variations in muted greys and earthy browns that reflect the natural pigmentation of flint, interspersed with lighter stone grains and darker cracks. The Normal map emphasizes the jagged edges and fractured stone fragments, enhancing the three-dimensionality of the cracked surface by simulating sharp relief and uneven contours. Roughness values are set to accentuate the coarse, matte finish of the stone’s weathered surface, avoiding any metallic sheen, as flint is a non-metallic mineral. The Metallic map remains near zero, reflecting the stone’s purely mineral nature. Ambient Occlusion highlights the depth of crevices and overlaps between stone rubble, adding realistic shadowing to emphasize form. Height and Displacement maps are finely detailed, allowing for accurate parallax effects and geometry displacement that further convey the rugged topography of the cracked flint surface.

The geometric form is irregular and fragmented, with no repeating patterns, thanks to the seamless tiling design that prevents visual repetition across large surfaces. This makes the texture ideal for natural rock formations, geological visualizations, and outdoor rugged terrain in digital environments. The composite structure, combining micro-granular quartz with fractured and chipped stone fragments, contributes to the complex interplay of light and shadow, enhancing realism. The surface finish is distinctly rough and unpolished, capturing the rawness of exposed flint, with sharp, jagged edges that can realistically simulate rubble or eroded stone faces.

Designed for compatibility with Blender, Unreal Engine, and Unity, this 8K PBR texture supports high-fidelity rendering workflows, enabling artists to apply detailed surface data in real-time or baked lighting scenarios. When using this texture, it is advisable to carefully adjust the UV scale to maintain the natural grain size and crack distribution, avoiding overly large or small repetitions that could disrupt realism. Additionally, fine-tuning the roughness channel can help simulate varying degrees of weathering, from freshly broken flint fragments to more eroded, softened edges. Blending height or displacement maps with normal maps can further enhance surface depth without excessive geometry complexity, optimizing performance in game engines while preserving visual detail.

How to Use These Seamless PBR Textures in Blender

This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.

What’s inside the download

  • *_albedo.png — Base Color (sRGB)
  • *_normal.png — Normal map (Non-Color)
  • *_roughness.png — Roughness (Non-Color)
  • *_metallic.png — Metallic (Non-Color)
  • *_ao.png — Ambient Occlusion (Non-Color)
  • *_height.png — Height / Displacement (Non-Color)
  • *_ORM.png — Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)

Quick start (Node Wrangler, 30 seconds)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. Press Ctrl + Shift + T and select the maps albedo, normal, roughness, metallic (skip height and ORM for now) → Open. The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. Ambient Occlusion (AO):
    • Add a MixRGB (or Mix Color) node in mode Multiply.
    • Input A = albedo, Input B = ao, Factor = 1.0.
    • Output of Mix → Base Color of Principled (replaces the direct albedo connection).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.

Using the packed ORM texture (optional)

Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. For scale/repeat, add Texture Coordinate (UV)Mapping and plug it into all texture nodes. Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.

Recommended starter values

  • Normal Map Strength: 0.5–1.0
  • Bump Strength: ~0.3
  • Displacement Scale (Cycles): ~0.03

Common pitfalls

  • Wrong Color Space (normals/roughness/etc. must be Non-Color).
  • “Inverted” details → enable Invert Y on the Normal Map node.
  • Over-strong relief → lower Displacement Scale or Bump Strength.

Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.

To add the downloaded texture, go to Add — Texture — Image Texture.



Add a node and click the Open button.



Select the required texture on your hard drive and connect Color to Base Color.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.